
One of the weaknesses of fielding jetbikes is their performance when they are assaulted by an enemy unit. With only one attack back, a WS of 3, and a S of 3 pretty much means they are done for if assaulted by a dedicated assault squad or a unit with superior numbers. While it goes without saying that you should be using the movement range of your jetbikes to the fullest to avoid being assaulted by turbo boosting and assault moving if needed, sometimes there is no avoiding a potential assault. A well versed opponent in the ways of Saim-Hann will be planning to close and assault your jetbikes.
Moving into your assault turn if you see that one of your jetbike squads if going to be assaulted next turn I have found the best you can do is minimize the loss and set up your other units to make your opponent pay for the assault. Use your 6” assault move if possible to spread out the jetbikes of the units being assaulted while trying to make sure your warlock is near the front to get his witch blade or spear into the action. Move your other jetbikes away out of the range of a consolidation or massacre roll and avoid the temptation to support the unit in assault. Assaulted jetbikes are pretty much a loss if they are not destroyed in the first round suffering from not being fearless/low leadership and falling back 3d6 not being able to regroup under 50%.
When the assault begins if you have the same initiative try to get your attacks back and take down a model or two, if not then pull off the closest models if there is a chance to regroup from a failed morale, if not then it doesn’t matter. When your opponent wins the assault and consolidates/massacres you want to make sure they can’t sweep into another unit of your jetbikes catching them for next turn- you want your opponent to end out in the open. Now move in with your vypers and other jetbikes to at least wipe out that unit and make your opponent pay for the assault.
4 comments:
A tip for combined forces. If you are running jet bikes you may very well be running an autarch on a jetbike with a singing spear, and a squad of shining spear with hit and run.
The issue with shining spears (other than they can only be taken in squads of 5 and they don;t have plasma grenades (which are both solved by taking the autarch)is that is you hit and run on your opponents turn you usually get the crap shot out of you by your opponent.
If you stay in hth, your a bit of a sitting duck, as you are now swinging with wet socks (ie S3 no power weapon).
Tactic: combine the charge with a jetbike squad. They won't kill much but you can assault in a big long line. Thus when your autarch and shinging spears bounce out of hth, the jetbikes keep the assaulted squad stuck in hth and the big long line the of the jetbikes creates a wall of blocked LOS. Sheltering the Autarch and Shingin spears from incoming fire and setting up the shining spears and autarch for another charge.
Note: This tactics is best employed as an attack from the right or left flank. This allows you to shut off all shooting at the spears and autarch. (Beware of tanks and elevated squads thoogh as they can shoot over tactic.
I like the idea of blocking LOS with the assault and using the hit and run. Since I am in the process of workingin shining spears I definetly plan to try the idea out in combination with jetbikes. Maybe even assaulting with the two and then pulling the spears out and holding the unit with the jetbikes.
On this topic, their are times where you have to tar pit a unit with powerweapons or powefists (like termies, banshees, harlies etc)
This is where something like a warlock jetbike squad with a farseer with fortune is necessary. It allows you to tackle things like termies and such in hth. A 4+ unvulnerable save is like a 2.5+I save. I will shut down most hth squads for a couple turns, and a re rollable Ld 10 (from embolden) allows you to stick around.
Basically, I'm finding the strongest builds are a mix of jetbikes, walrocks and shining spears. (I also find warp spiders fit nicely too, as the deepstrike adds a component necessary to deal with basalisks and whirlwinds, and also gives another unit with withdraw to attach your autarch too.
Autarch with a singing spear do you not mean a Laser lance? thats just me being confused...
Also when using the assualt combo of a Autarch and Shining spears. Only the Autarch benefits from the Plasma grenades not the group. Plasma greandes work for the model holding them not the squad they are with. So I'd still avoid attacking into cover when you feel you can avoid it for a while. I'm still happy to use my shining spears as a shooty unit and assualt with them last turn, using the hit and run to making them a scoring unit again.
A BS5 Shuriken Cannon or a S8 range6" Lance weapon can be handy too when hunting tanks/walkers/skimmers. Maybe I'm a little aggressive with them. Most opponents run from them hoping to assault them later when they have the chance. So I'm happy to sit and shoot for a while.
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